Having played Salem a few times with a few characters, and had friends join too, I've seen that we end up playing quite the waiting game for inspiration. I understand this is to prevent bots just whacking out automated tasks like Haven and Hearth had issues with, but I feel that the waiting times deter long periods of playing at any time.
Here is the idea:
Take the concept of gluttony mode's anti-overuse on certain items, and apply it to a new inspiration system. This would mean that you can gain inspiration from doing tasks of creating or building (e.g. 800 points for a Pilgrim's House, or 100 for harvesting crops, etc). The addition of the gluttony-mode concept would be that you can't overgrind a certain point-giver, and it would need to cool down (e.g. a percentage replenished per minute or 30 mins etc).
This would mean that I might gain a nice 25-inspiration per felled tree, but by the time I'm onto 3 or 4 trees, it would be down to, say, 50-60% of that. Same might go for crafting food and all other components of the game.
Of course, the amount of inspiration gained should scale with difficulty of the creation (so the easiest of tasks are not really that rewarding, and instead it's genuine in-game progress, like large amounts of fences or building houses or using farms or making a boat, that gives you extra inspiration).
I feel that using a gluttony-like system would deter the bot issue that H&H had, meanwhile it would encourage longer playing periods and also potentially soothe the issue of "oh god it's a waiting game" that many newbies seem to encounter.